Fixing two warnings for imports and a mut
This commit is contained in:
parent
3dce7650d5
commit
85580c3dc5
2
.vscode/settings.json
vendored
2
.vscode/settings.json
vendored
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@ -4,6 +4,8 @@
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"./Cargo.toml",
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"./Cargo.toml",
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"./Cargo.toml",
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"./Cargo.toml",
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"./Cargo.toml",
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"./Cargo.toml"
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],
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"rust-analyzer.cargo.target": "wasm32-unknown-unknown"
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@ -4,7 +4,6 @@ use bevy::window::WindowResolution;
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use bevy::DefaultPlugins;
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mod orbit_camera;
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mod vvum;
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use vvlib::octtree;
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use vvlib::OctTreePlugin;
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use vvum::mesh_plugin;
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mod vvlib;
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@ -1,16 +1,12 @@
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#![allow(dead_code)]
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use bevy::app::App;
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use bevy::app::Last;
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use bevy::app::Plugin;
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use bevy::app::Update;
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use bevy::asset::Asset;
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use bevy::asset::AssetServer;
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use bevy::asset::Assets;
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use bevy::asset::Handle;
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use bevy::ecs::component::Component;
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use bevy::ecs::system::Query;
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use bevy::ecs::system::Res;
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use bevy::ecs::system::ResMut;
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use bevy::math::Vec3;
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use bevy::render::color::Color;
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@ -196,7 +192,7 @@ pub fn oct_tree_edit_updater(
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impl OctTreeModelComponent {
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pub fn new(
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model: octtree::OctTree<Color>,
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mut mesh_assets: Option<ResMut<Assets<Mesh>>>,
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mesh_assets: Option<ResMut<Assets<Mesh>>>,
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) -> OctTreeModelComponent {
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if mesh_assets.is_some() {
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return OctTreeModelComponent {
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220
src/vvum.rs
220
src/vvum.rs
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@ -1,21 +1,11 @@
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pub mod mesh_plugin {
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use bevy::{
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prelude::*,
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render::{
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mesh::Indices, render_asset::RenderAssetUsages, render_resource::PrimitiveTopology,
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},
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};
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use bevy::prelude::*;
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use crate::{
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orbit_camera::orbit_camera::*,
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vvlib::{octtree::OctTree, OctTreeModelComponent},
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};
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#[derive(Event)]
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pub struct SendMeshEvent {
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location: Vec3,
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}
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pub struct PluginInitializer;
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impl Plugin for PluginInitializer {
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fn build(&self, app: &mut App) {
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@ -24,216 +14,8 @@ pub mod mesh_plugin {
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}
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}
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fn as_mesh(
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vertices: Vec<[f32; 3]>,
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indices: Vec<u32>,
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normals: Vec<[f32; 3]>,
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colors: Vec<[f32; 4]>,
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) -> Mesh {
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Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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)
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
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.with_inserted_attribute(Mesh::ATTRIBUTE_COLOR, colors)
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
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.with_inserted_indices(Indices::U32(indices))
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}
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fn emit_cube_at(
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pos: Vec3,
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vertices: &mut Vec<[f32; 3]>,
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indices: &mut Vec<u32>,
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normals: &mut Vec<[f32; 3]>,
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colors: &mut Vec<[f32; 4]>,
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color: Color,
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render_px: bool,
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render_nx: bool,
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render_py: bool,
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render_ny: bool,
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render_pz: bool,
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render_nz: bool,
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) {
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if render_px {
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let len = vertices.len() as u32;
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vertices.extend([
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[pos.x + 0.5, pos.y - 0.5, pos.z - 0.5],
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[pos.x + 0.5, pos.y - 0.5, pos.z + 0.5],
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[pos.x + 0.5, pos.y + 0.5, pos.z + 0.5],
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[pos.x + 0.5, pos.y + 0.5, pos.z - 0.5],
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]);
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normals.extend([
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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]);
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colors.extend([
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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]);
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indices.extend([len, len + 3, len + 1, len + 1, len + 3, len + 2]);
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}
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if render_nx {
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let len = vertices.len() as u32;
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vertices.extend([
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[pos.x - 0.5, pos.y - 0.5, pos.z - 0.5],
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[pos.x - 0.5, pos.y - 0.5, pos.z + 0.5],
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[pos.x - 0.5, pos.y + 0.5, pos.z + 0.5],
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[pos.x - 0.5, pos.y + 0.5, pos.z - 0.5],
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]);
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normals.extend([
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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]);
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colors.extend([
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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]);
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indices.extend([len + 2, len + 3, len + 1, len + 1, len + 3, len]);
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}
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if render_py {
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let len = vertices.len() as u32;
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vertices.extend([
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[pos.x - 0.5, pos.y + 0.5, pos.z - 0.5],
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[pos.x + 0.5, pos.y + 0.5, pos.z - 0.5],
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[pos.x + 0.5, pos.y + 0.5, pos.z + 0.5],
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[pos.x - 0.5, pos.y + 0.5, pos.z + 0.5],
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]);
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normals.extend([
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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]);
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colors.extend([
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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]);
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indices.extend([len, len + 3, len + 1, len + 1, len + 3, len + 2]);
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}
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if render_ny {
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let len = vertices.len() as u32;
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vertices.extend([
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[pos.x - 0.5, pos.y - 0.5, pos.z - 0.5],
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[pos.x + 0.5, pos.y - 0.5, pos.z - 0.5],
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[pos.x + 0.5, pos.y - 0.5, pos.z + 0.5],
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[pos.x - 0.5, pos.y - 0.5, pos.z + 0.5],
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]);
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normals.extend([
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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]);
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colors.extend([
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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]);
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indices.extend([len + 2, len + 3, len + 1, len + 1, len + 3, len]);
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}
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if render_pz {
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let len = vertices.len() as u32;
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vertices.extend([
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[pos.x - 0.5, pos.y - 0.5, pos.z + 0.5],
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[pos.x - 0.5, pos.y + 0.5, pos.z + 0.5],
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[pos.x + 0.5, pos.y + 0.5, pos.z + 0.5],
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[pos.x + 0.5, pos.y - 0.5, pos.z + 0.5],
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]);
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normals.extend([
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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]);
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colors.extend([
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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]);
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indices.extend([len, len + 3, len + 1, len + 1, len + 3, len + 2]);
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}
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if render_nz {
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let len = vertices.len() as u32;
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vertices.extend([
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[pos.x - 0.5, pos.y - 0.5, pos.z - 0.5],
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[pos.x - 0.5, pos.y + 0.5, pos.z - 0.5],
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[pos.x + 0.5, pos.y + 0.5, pos.z - 0.5],
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[pos.x + 0.5, pos.y - 0.5, pos.z - 0.5],
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]);
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normals.extend([
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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]);
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colors.extend([
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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color.as_rgba_f32(),
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]);
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indices.extend([len + 2, len + 3, len + 1, len + 1, len + 3, len]);
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}
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}
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fn listen_send_mesh_event(
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mut events: EventReader<SendMeshEvent>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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/*
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in the send mesh event will be the handle of what we update if it is already present, and the mesh data in an octtree or other voxel format
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*/
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for ev in events.read() {
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let mut vertices = Vec::new();
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let mut normals = Vec::new();
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let mut indices = Vec::new();
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let mut colors: Vec<[f32; 4]> = Vec::new();
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emit_cube_at(
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ev.location,
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&mut vertices,
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&mut indices,
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&mut normals,
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&mut colors,
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Color::RED,
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true,
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true,
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true,
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true,
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true,
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true,
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);
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let test_mesh_handle: Handle<Mesh> =
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meshes.add(as_mesh(vertices, indices, normals, colors));
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commands.spawn(PbrBundle {
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mesh: test_mesh_handle,
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..default()
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});
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}
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}
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fn setup(mesh_assets: ResMut<Assets<Mesh>>, mut commands: Commands) {
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let oct = OctTree::new(Vec3::ZERO, Color::RED);
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//commands.spawn(oct);
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let mut model_oct = OctTreeModelComponent::new(oct, Some(mesh_assets));
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model_oct
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